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earthquake_3d_viewer_front/three/examples/webgpu_cubemap_dynamic.html

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgpu - dynamic cube reflection</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
touch-action: none;
}
</style>
</head>
<body>
<div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - dynamic cube reflection</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.webgpu.js",
"three/webgpu": "../build/three.webgpu.js",
"three/tsl": "../build/three.tsl.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RGBMLoader } from 'three/addons/loaders/RGBMLoader.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
let cube, sphere, torus, material;
let cubeCamera, cubeRenderTarget;
let controls;
init();
async function init() {
stats = new Stats();
document.body.appendChild( stats.dom );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera.position.z = 75;
scene = new THREE.Scene();
const uvTexture = new THREE.TextureLoader().load( './textures/uv_grid_opengl.jpg' );
const rgbmUrls = [ 'px.png', 'nx.png', 'py.png', 'ny.png', 'pz.png', 'nz.png' ];
const texture = await new RGBMLoader()
.setMaxRange( 16 )
.setPath( './textures/cube/pisaRGBM16/' )
.loadCubemapAsync( rgbmUrls );
texture.name = 'pisaRGBM16';
texture.minFilter = THREE.LinearMipmapLinearFilter;
texture.magFilter = THREE.LinearFilter;
scene.background = texture;
scene.environment = texture;
//
cubeRenderTarget = new THREE.WebGLCubeRenderTarget( 256 );
cubeRenderTarget.texture.type = THREE.HalfFloatType;
cubeRenderTarget.texture.minFilter = THREE.LinearMipmapLinearFilter;
cubeRenderTarget.texture.magFilter = THREE.LinearFilter;
cubeRenderTarget.texture.generateMipmaps = true;
cubeCamera = new THREE.CubeCamera( 1, 1000, cubeRenderTarget );
//
material = new THREE.MeshStandardNodeMaterial( {
envMap: cubeRenderTarget.texture,
roughness: 0.05,
metalness: 1
} );
sphere = new THREE.Mesh( new THREE.IcosahedronGeometry( 15, 8 ), material );
scene.add( sphere );
const material1 = new THREE.MeshStandardNodeMaterial( {
map: uvTexture,
roughness: 0.1,
metalness: 0,
} );
const material2 = new THREE.MeshStandardNodeMaterial( {
map: uvTexture,
roughness: 0.1,
metalness: 0,
envMap: texture,
} );
cube = new THREE.Mesh( new THREE.BoxGeometry( 15, 15, 15 ), material1 );
scene.add( cube );
torus = new THREE.Mesh( new THREE.TorusKnotGeometry( 8, 3, 128, 16 ), material2 );
scene.add( torus );
//
renderer = new THREE.WebGPURenderer( { antialias: true, forceWebGL: false } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setAnimationLoop( animation );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
document.body.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResized );
controls = new OrbitControls( camera, renderer.domElement );
controls.autoRotate = true;
const gui = new GUI();
gui.add( material, 'roughness', 0, 1 );
gui.add( material, 'metalness', 0, 1 );
gui.add( renderer, 'toneMappingExposure', 0, 2 ).name( 'exposure' );
gui.add( scene, 'environmentIntensity', 0, 1 );
gui.add( material2, 'envMapIntensity', 0, 1 );
}
function onWindowResized() {
renderer.setSize( window.innerWidth, window.innerHeight );
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
function animation( msTime ) {
const time = msTime / 1000;
cube.position.x = Math.cos( time ) * 30;
cube.position.y = Math.sin( time ) * 30;
cube.position.z = Math.sin( time ) * 30;
cube.rotation.x += 0.02;
cube.rotation.y += 0.03;
torus.position.x = Math.cos( time + 10 ) * 30;
torus.position.y = Math.sin( time + 10 ) * 30;
torus.position.z = Math.sin( time + 10 ) * 30;
torus.rotation.x += 0.02;
torus.rotation.y += 0.03;
material.visible = false;
cubeCamera.update( renderer, scene );
material.visible = true;
controls.update();
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>